Yoshimitsu movelist

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This page is for Tekken 8. For Tekken 7, see Yoshimitsu movelist (Tekken 7).

Yoshimitsu's default state at the start of the round is having the sword in his left hand unsheathed (One Sword Stance, AKA 1SS). This is considered to be his default stance and will mainly be listed for transitions (i.e. indicating when the move unsheathes).

Heat

Yoshimitsu's heat mechanic treats all attacks which unsheathe the sword (1SS) as though his sword were sheathed (NSS). This includes changes to hit effects, frame data, hitboxes, as well as activating the lifesteal mechanic. Performing these attacks in 1SS partially expends Heat gauge (~20%). Attacks unique to NSS which do not transition to 1SS (e.g. NSS.FC.df+3) are not included.

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst

2+3

m
12
+1
+2c
i16
  • pc7~62
  • On cancel: fs12~20 js21~29 fs30~32
t92 r30
Heat Burst
  • Cancel to r45 with b,b
  • 3 chip damage on block
  • Partially uses Heat
Divine Sword Kagekiyo

H.2+3

M,​m,​m,​m
51
+4~+5
-3d
i18~19
js68~89 fs90~92 (on block/whiff)
t115 r36 1SS
Heat Smash
Balcony Break
  • Recovers health on hit
  • Transition to r29 DGF on block with U, +10~+11
  • Transition to attack throw after 1st hit
  • Ignores regular power crush armor
  • 14 chip damage on block
  • Jail from 1st attack
  • Unparryable
  • Ends Heat
Enma's Flame

3,1

m,​h
12,​22
+7~+9
+18g~+20g
,i22~24
,js26~
t67 r47 DGF
Heat Engager
Heat Dash +5g~7g +62a (+42)
Balcony Break
Weapon
  • Combo from 1st hit
  • 4 chip damage on block
  • Does not transition to DGF during Heat activation and Heat Dash
  • Power up in NSS or Heat
  • Recovers in 1SS
Kuzuryu

f+1+2

M
23
-12
+8a (-1)
i20
t57 r37 1SS
Heat Engager
Heat Dash +5g +62a (+42)
Balcony Break
Weapon
  • 4 chip damage on block
  • 29 damage and extended range in NSS or Heat
Oma Kugiuchi

b+2,2

m,​h
12,​21
-13
+2a
,i22~23
t60 r37
Heat Engager
Heat Dash +5g~+6g +36a (+26)
Weapon
  • Combo from 1st with 1f delay
  • Combo from 1st CH with 7f delay
  • Input can be delayed 14f
  • Alternate notation: 1SS.b+2,2
Ganto

KIN.f+2

h
25
-1~+0
+9a (+0)
i12~13
t53 r40
Heat Engager
Heat Dash +5g~+6g +34a
Homing
Balcony Break
Weapon
Wall Crush on hit, +11g minimum
Dragonfly Twister

DGF.4

m
24
-4~-2
+14g~+15g
i18~20
js1~19
t47 r27
Heat Engager
Heat Dash +5g~+7g +62a (+42)
Balcony Break
Dragonfly Blade (Heat)

H.DGF.1

M
26
+2~+3
+46a
i30~31
js1~27
t60 r29
Spike
Weapon
  • 18 chip damage on block
  • Recovers health on hit
Red Spider Lily (Heat)

H.DGF.f+1+2

h,​h,​h
10,​10,​20
+4~+5
+18a (+9)
i16~17 i11~12 i11~12
js1~65
t70 r31
Homing
Balcony Break
Weapon
  • 17 chip damage on block
  • Recovers health on hit
NSS Naguri Kabuto Wari

1,NSS.1

h,​m
5,​22
-9
+16a
+52a
,i23
t57 r34 1SS
Balcony Break
  • 11 chip damage on block
  • Recovers health on hit
NSS Enma's Flame

3,NSS.1

m,​h
12,​25
+7~+9
+18g~+20g
,i22~24
,js26~
t67 r47 DGF
Heat Engager
Heat Dash +5g~7g +62a (+42)
Balcony Break
Weapon
  • Combo from 1st hit
  • 7 chip damage on block
  • Recovers health no hit
  • Does not transition to DGF during Heat Dash
  • Recovers in 1SS
Enma's Soul Blade

3,​2,NSS.1+2

m,​m,​M
12,​12,​30
-14c~-13c
+20a (+10)
,i26~27
t61 r34 1SS
Balcony Break
Weapon
  • Combo from 2nd hit with 4f delay
  • Input can be delayed 10f
  • Move can be delayed 9f
  • 15 chip damage on block
  • Clean hit 39 damage
  • Recovers health on hit
Soul Stealer
NSS Flash

NSS.1+4

m
20
-15~-12
+14 +64a
i8~11
t42 r31 1SS
Strong Aerial Tailspin
Weapon
  • Knockdown against BT opponent, +19a (+9)
  • 4 chip damage on block
  • Recovers health on hit
  • Alternate inputs: b+1+4, f+1+4, db+1+4, ws1+4, FC.D+1+4
NSS Kuzuryu

NSS.f+1+2

M
29
-12
+8a (-1)
i20
t57 r37 1SS
Heat Engager
Heat Dash +5g +62a (+42)
Balcony Break
Weapon
  • 8 chip damage on block
  • Extended range
Wood Chopper

df+3,NSS.1

m,​M
10,​24
-9~-8
+16a
+6a
,i23~24
t57 r33 1SS
Spike
Weapon
  • Combo from 1st hit
  • Recovers health on hit
  • 12 chip damage on block
  • Input can be held to transition to d+1*
Quick Chop

NSS.d+1

M
24
-9~-8
+16a
+6a
i24~25
t58 r33 1SS
Spike
Weapon
  • Recovers health on hit
  • 12 chip damage on block
  • Input can be held to transition to d+1*
Soul Blade Yoshimitsu

NSS.ub+1+2

M
30
-8c~-7c
+16a (+6)
i24~25
t63 r38 1SS
Balcony Break
Weapon
  • 15 chip damage on block
  • Clean hit 39 damage
  • Recovers health on hit
  • -12c~-13c if blocked at tip range
NSS Poison Wind Gold Strike

uf+3+4,​1,​4,NSS.1

M,​h,​m,​M
20,​8,​15,​15
-9~-8
+16a
+52a
,i24~25
t58 r33 1SS
Spike
Weapon
  • Can transition to d+1*,n
  • 12 chip damage on block
  • Recovers health on hit

KIN.1,NSS.1

m,​m,​m
10,​5,​20
-1~+0
+37a (+29)
,i23~24 i14~15
t67 r27 1SS
Spike
Weapon
  • Combo from 1st hit with 2f delay
  • Recovers health on hit
NSS Tenshu Kuzushi

KIN.2,NSS.1+2

m,​M
15,​30
-3~-1
+15a
i32~34
t83 r49 1SS
Balcony Break
Spike
Weapon
  • 9 chip damage on block
  • Recovers health on hit
NSS Tenshu Kuzushi (Hold)

KIN.2,NSS.1+2*

m,​M
15,​30
+14~+16
+69a (+49)
,i47~49
t83 r49 1SS
Balcony Break
Spike
Weapon
Guard Break
  • 12 chip damage on block
  • Recovers health on hit
NSS Kincho Flash

NSS.KIN.1+4

m
20
-15~-12
+14 +64a
i12~15
t46 r31 1SS
Weapon
  • Knockdown against BT opponent, +19a (+9)
  • 4 chip damage on block
  • Recovers health on hit
NSS Submission Chakram

NSS.KIN.f+1

M,​M,​M
6,​6,​12
-5~-4
+18a (+11)
i19~20 i6~7 i7~8
t66 r31 1SS
Weapon
  • Combos from any hit
  • 12 chip damage on block
  • Recovers health on hit
NSS Submission Chakram (Hold)

NSS.KIN.f+1*

M,​M,​M,​M,​M,​M
6,​6,​6,​6,​6,​12
--9~-8
+29a (+14)
i19~20 i6~7 i7~8 i6~7 i7~8 i7~8
t58 r35 1SS
Weapon
  • Combos from any hit
  • 21 chip damage on block
  • Recovers health on hit

n

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
7
+1
+8
i10
t29 r19
Naguri Kabuto Wari

1,1

h,​m
5,​19
-9
+4c
+6a
,i23
t67 r34 1SS
Spike
Weapon
  • Combo from 1st hit with 1f delay
  • Input can be delayed 3f
  • Interrupt with i4 from 1st block
  • 3 chip damage on block
  • Power up in NSS or Heat
Sometimes written
  • 1SS.1,1
  • 1,1SS.1
Right Cross

2

h
10
-1
+5
+8
i11
t31 r20
Seiken Douharai

2,1

h,​m
10,​23
-9
+12a
,i26~27
t71 r32
Balcony Break
Weapon
  • Combo from 1st CH with 2f delay
  • Cancel to r15 with b
  • Interrupt with i8 from 1st block
  • Becomes a different move in NSS
Sometimes written
  • 1SS.2,1
  • 2,1SS.1
Mushibami

2,2

h,​h
10,​18
-1
+15g
,i24
t92? r25
Tornado
  • Combo from 1st hit with 1f delay
  • Enter KIN with 1+2
  • Transition to NSS on hit or block only
PK Combo

2,3

h,​h
10,​24
-10
+16a (+7)
,i26~27
t71 r33
Balcony Break
  • Combo from 1st CH with 2f delay
  • Input can be delayed 5f
PDK Combo

2,d+3

h,​L
10,​11
-12
-1
,i22
cs12~
t66 r31 FC
  • Combo from 1st hit with 2f delay
Enma

3

m
12
-9
+5
i15~16
t45 r29
Enma's Flame

3,1

m,​h
12,​22
+7
+18g
,i22~24
,js26~
t83 r47 DGF
Heat Engager
Heat Dash +5g, +62a (+42)
Balcony Break
Weapon
  • Combo from 1st hit
  • 4 chip damage on block
  • Does not transition to DGF during Heat activation or Heat Dash
  • Power up in NSS or Heat
  • Recovers in 1SS

3,2

m,​m
12,​12
-12
+1
,i22
t69 r31
Interrupt with i1 from 1st block
Enma's Cleansing Sword

3,​2,1+2

m,​m,​M
12,​12,​29
-14c~-13c
+20a (+10)
,i26~27
t100 r34 1SS
Balcony Break
Weapon
  • Combo from 2nd hit with 4f delay
  • Input can be delayed 10f
  • Move can be delayed 9f
  • Interrupt with i7 from 2nd block
  • 5 chip damage on block
  • Power up in NSS or Heat
Tobi Ushiwaka

3~4

m,​m
6,​22
-6
+3
i17~18 i28~29
  • js12-37
  • fs38-40
t76 r29
  • Enter DGF +5 +14 r18 with 1SS.U
Kangaroo Kick

4~3

m
25
-13
+52a (+42)
i25~26
  • cs4~22
  • fs10~50
t63 r37
Tornado
Magic 4

4

h
12
-11
+0
+20a (+10)
i12~13
t42 r29
Balcony break on airborne hit

4,4

h,​h
12,​12
-4
-2
,i24~25
t73 r31
  • Combo from 1st hit with 4f delay

4,​4,2

h,​h,​m
12,​12,​5
-22
-12
,i30~31
t114 r41 BT
Yoshimitsu recovers sideturned on block
Wheel of Arrows

4,​4,​2,2

h,​h,​m,​h
12,​12,​5,​6
-24
-13
,i22~23
t138 r42
  • Combo from 3rd hit
  • Opponent recovers BT on hit
Wheel of Arrows > Sword Stab

4,​4,​2,​2,1

h,​h,​m,​h,​m!
12,​12,​5,​6,​30
-18
,i67
t234 r73
Weapon
Sometimes written
  • 1SS.4,4,2,2,1
  • 4,4,2,2,1SS.1
Wheel of Arrows > Sword Poke Windmill

4,​4,​2,​2,​1~1

h,​h,​m,​h,​m!,​m!
12,​12,​5,​6,​30,​22
-58
,i28~113
t235 r30
Weapon
  • Cancel early to r26 with B (earliest cancel -12a)
  • Possible to double-hit
Sometimes written
  • 1SS.4,4,2,2,1~1
  • 4,4,2,2,1SS.1~1
Triple Roundhouse Combo

4,​4,4

h,​h,​h
12,​12,​20
-4
+18a (+9)
,i24~25
t102 r31
Balcony Break
  • Combo from 2nd CH with 4f delay
Flash / Soul Stealer
  • b+1+4
  • f+1+4
  • db+1+4
  • ws1+4
  • FC.D+1+4

1+4

m
20
-15~-12
+14c~+17c
i6~9
t40 r31
Weapon
  • 70% proration on standing hit
  • Knockdown against BT opponent +11a (FDFT)
  • Power up in NSS or Heat
Sometimes written 1SS.1+4
Spirit Shield

1+2+3

m
0
-8~+10g
+0~+18
+16~+34
i22~40
t60 r20
Weapon
  • Can hit grounded when up-close and off-axis
Sometimes written 1SS.1+2+3

f

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Manji Backfist

f+2

h
18
-4~-3
+14g~+15g
+39a
i17~18
t46 r28
Balcony Break
Manji Backfist Shredder

f+2,1

h,​M
18,​21
-12~-11
+17a (+10)
,i26~27
t59 r32
Tornado
Weapon
  • Combo from 1st CH
  • Alternate input: BT.2,1
  • Alternate notation: 1SS.f+2,1
Manji Backfist > Stone Fist

f+2,db+2

h,​m
18,​8
-5
+6
,i10~14
r24 FC
Link to db+2 extensions
Oni Kick

f+3

h
24
-9~-8
+17a (+8)
i16~17
t49 r32
Homing
Balcony Break
Zig Zag

f+3,4

h,​m
24,​20
-6~-5
+37a (+23a)
,i23~24
,js30~38 fs39~41
t52 r28 BT
Knee
  • 18f delay after 1st attack
  • Interrupt with i17 from 1st block
Toita Daoshi

f+4

m
20
-13
+21a (+11)
i18
pc7~17
t53 r35
Balcony Break
  • -9 on attack absorbtion
  • 8 chip damage on attack absorbtion
Kuzuryu

f+1+2

M
23
-12
+8a (-1)
i20
t57 r37 1SS
Heat Engager
Heat Dash +5g, +62a (+42)
Balcony Break
Weapon
  • 4 chip damage on block
  • 29 damage and extended range in NSS or Heat
Kamikaze

f+3+4

m,​M,​M,​M
20,​3,​3,​3
-13~-9
-8a (-15)
i21~25
t58 r33 FLE
Balcony Break
Head
  • Floor break 3rd hit
  • Transition to FLE on hit only
  • Attacks after 1st only come out on hit
  • Combo from 1st hit does 2,1,1 damage
  • Combo does 2 extra damage from FLE.n
  • Cancel to r55 BT with b
  • Alternate notation: 1SS.f+3+4

df

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Tsuka Atemi

df+1

m
14
-4
+5
i13
t38 r25
Tsuka Atemi to Back Knuckle

df+1,2

m,​h
14,​16
-4~-3
+14g~+15g
+39a
,i25~26
t54 r28
Balcony Break
  • Combo from 1st CH with 2f delay
Tsuka Atemi Shredder

df+1,​2,1

m,​h,​M
14,​16,​19
-12~-11
+17a (+10)
,i26~27
t59 r32
Tornado
Weapon
  • Combo from 2nd CH
  • Alternate notation: 1SS.df+1,2,1
Tsuka Atemi > Slap U Crazy

df+1,​2,db+2

m,​h,​m
14,​16,​7
-5
+6
,i15
r24 FC
  • Links to db+2 extensions
Autumn Leaves

df+1,4

m,​m
14,​17
-12
+4
,i17
t48 r31
  • Jail from 1st attack with 2f delay
Basic Uppercut

df+2

m
13
-7~-6
+34a (+24)
i15~16
t41 r25
  • On hit +4s~+5s against crouching opponent
  • On CH launches crouching opponent

df+3

m
10
-4~-3
+4~+5
i17~18
t43 r25 FC
Wood Cutter

df+3,1

m,​M
10,​20
-9~-8
+4c~+5c
+6a
,i23~24
t57 r33 1SS
Weapon
  • Combo from 1st hit
  • 4 chip damage on block
  • Power up in NSS or Heat
  • Input can be held to transition to d+1*
Side Kick

df+4

m
15
-7
+4
i12
t38 r26
Gehosen (Simple Input)

df+1+4

M
20
-17~-16
+35a (+25)
i20~21
js17~39 fs40~42
t62 r41
Weapon
  • Can be buffered
  • Transition to r37 KIN with 1+2
  • Can be performed in FC
  • Power up input: f,n,d,df+1
  • Alternate notation: 1SS.df+1+4
Flashing Steel (Simple Input)

df+2+3

m
18
-13~-12
+6
+58a (+38)
i17~18
cs9~17
t54 r36
Balcony Break
  • Can be performed in FC
  • Power up input: f,n,d,df+2
  • Alternate notation: 1SS.df+2+3

d

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Quick Slash

d+1

M
15
-9~-8
+1c~+2c
+6a
i24~25
t58 r33 1SS
Spike
Weapon
  • 4 chip damage on block
  • Power up in NSS or Heat
Death Slash (1)

d+1*(1),n

M!
20
+4c~+5c
+6a
i55~56
t89 r33 1SS
Spike
Weapon
  • Constantly realigns while charging
  • Can be canceled with b*
Death Slash (2)

d+1*(2),n

M!
25
+4c~+5c
+6a
i99~100
t133 r33 1SS
Spike
Weapon
  • Constantly realigns while charging
  • Can be canceled with b*
Death Slash (3)

d+1*(3),n

M!
30
+4c~+5c
+6a
i130~131
t164 r33 1SS
Spike
Weapon
  • Constantly realigns while charging
  • Can be canceled with b*
Death Slash (4)

d+1*(4),n

M!
40
+16a
+52a
i179~180
t213 r33 1SS
Spike
Weapon
  • Constantly realigns while charging
  • Can be canceled with b*
Death Slash (5)

d+1*(5),n

M!
60
+16a
+52a
i214~215
t248 r33 1SS
Spike
Weapon
  • Constantly realigns while charging
  • Can be canceled with b*
Death Slash (6)

d+1*(6),n

M!
180
+16a
+52a
i249~250
t283 r33 1SS
Spike
Weapon
  • Constantly realigns while charging
  • Can be canceled with b*

d+2

M
12
-9~-8
+0~+1
i16~17
t52 r35
Weapon
Heshikirigari

d+2,1

M,​h
12,​23
-9~-8
+17a (+8)
,i27~28
t60 r32
Balcony Break
Weapon
  • Combo from 1st hit with 8f delay
  • Input can be delayed 16f
  • Move can be delayed 10f
  • Alternate notation: 1SS.d+2,1
Heshikirimutou

d+2,2

M,​m
12,​17
-12~-11
+7g~+8g
+28a (+22)
,i22~23
t53 r30
Weapon
  • Combo from 1st hit with 13f delay
  • Input can be delayed 16f
  • Move can be delayed 10f
  • In 1SS transition to r31 NSS with B
Heshikiribarai

d+2,​2,1

M,​m,​h
12,​17,​20
-9~-8
+8a (-1)
,i19~20
t60 r40
Balcony Break
Weapon
  • Input can be delayed 10f
  • Move can be delayed 9f
  • Alternate notation: 1SS.d+2,2,1
Heshikiriseibatsu

d+2,​2,2

M,​m,​M
12,​17,​19
-13~-11
+16a (+9)
,i25~27
t59 r32
Tornado
Weapon
  • Input can be delayed 10f
  • Move can be delayed 9f
Heshikirinagi

d+2,​2,d+1

M,​m,​m
12,​17,​17
-12~-11
+2c~+3c
+42a
,i29~30
t62 r32
Spike
Weapon
  • Input can be delayed 10f
  • Move can be delayed 9f
Low Sweep

d+3

L
12
-18~-16
-4~-2
i15~17
cs4~
t49 r32 FC
Most commonly impacts on frame 16, except when tracking right
Toe Check

d+4

l
6
-15
-4
i12
cs4~
t46 r34 FC
Harakiri

d+1+4

m!
60
-32a
i29~30
t117 r87 FDFA
Weapon
  • 60 self damage during 1st recovery frame
  • Can connect from the front if the opponent attacks into it
  • Alternate notation: 1SS.d+1+4

d+1+4,B+1

m!,​m!
60,​18
-29a
,i1~39
t117 r78 FDFA
Weapon
  • 6 self damage

d+1+4,​B+1,1

m!,​m!,​m!
60,​18,​20
-29a
,i1~18
t97 r79 FDFA
Weapon
  • 6 self damage

d+1+4,​B+1,​1,1

m!,​m!,​m!,​m!
60,​18,​20,​21
-29a
,i1~18
t97 r79 FDFA
Weapon
  • 10 self damage

d+1+4,​B+1,​1,​1,1

m!,​m!,​m!,​m!,​m!
60,​18,​20,​21,​28
-29a
,i1~18
t97 r79 FDFA
Weapon
  • 12 self damage
Harakiri > Manji Blood Dance

d+1+4,​B+1,​1,​1,​1,1

m!,​m!,​m!,​m!,​m!,​m!
60,​18,​20,​21,​28,​30
-30a
,i1~35
t97 r62 FDFA
Weapon
  • 17 self-damage
  • The entire string deals 111 self damage

db

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

db+1

L
12
-11~-9
+4~+6
7~+9
i26~28
cs8~
t56 r28 FC
Unavailable in NSS
Nebular Burst

db+1,2

Lm
12,​20
-13~12
+0~+1
+6g~+7g
i25~26
t62 r36
  • Balcony break on CH
  • Combo from 1st with 1f delay
  • Combo from 1st CH with 8f delay
  • Input can be delayed 8f

DB+2

m
8
-5
+6
i15
r24 FC

,2

,​m
,​7
-9~-5
+2~+6
,i10~14
r24 FC
Combo from 1st hit

Error querying parent: Move with id = 'Yoshimitsu-DB+2' not found. If you've added 'Yoshimitsu-DB+2' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.

,2

,​m
,​6
-9~-5
+2~+6
,i10~14
r24 FC
Combo from 1st hit

Error querying parent: Move with id = 'Yoshimitsu-DB+2,2' not found. If you've added 'Yoshimitsu-DB+2,2' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.

,2

,​m
,​5
-9~-5
+2~+6
,i10~14
r24 FC
Combo from 3rd CH

Error querying parent: Move with id = 'Yoshimitsu-DB+2,2,2' not found. If you've added 'Yoshimitsu-DB+2,2,2' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.

,2

,​m
,​4
-9~-5
+2~+6
,i10~14
r24 FC
  • Combo from 4th hit
  • Combo from 3rd CH

Error querying parent: Move with id = 'Yoshimitsu-DB+2,2,2,2' not found. If you've added 'Yoshimitsu-DB+2,2,2,2' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.

Stone Fists

,2

,​m
,​3
-49
-37
,i10~14
r64 FUFT
Combo from 5th CH

Error querying parent: Move with id = 'Yoshimitsu-DB+2,2,2,2,2' not found. If you've added 'Yoshimitsu-DB+2,2,2,2,2' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.

DB+3

l
8
-25~-24
-14~-13
i18~19
cs6~
t62 r43 FC

,3

,​l
,​7
-19~-17
-7~-5
,i15~17
,cs1~
t52 r35
  • Combo from 1st hit
  • Transition to r20 IND with d+3+4

Error querying parent: Move with id = 'Yoshimitsu-DB+3' not found. If you've added 'Yoshimitsu-DB+3' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.

,3

,​l
,​7
-19~-17
-7~-5
,i15~17
,cs1~
t52 r35
  • Combo from 2nd CH
  • Transition to r20 IND with d+3+4

Error querying parent: Move with id = 'Yoshimitsu-DB+3,3' not found. If you've added 'Yoshimitsu-DB+3,3' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.

,3

,​l
,​5
-19~-17
-7~-5
,i15~17
,cs1~
t52 r35
  • Combo from 3rd CH
  • Transition to r20 IND with d+3+4

Error querying parent: Move with id = 'Yoshimitsu-DB+3,3,3' not found. If you've added 'Yoshimitsu-DB+3,3,3' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.

,3

,​l
,​5
-19~-17
-7~-5
,i15~17
,cs1~
t52 r35
  • Combo from 4th CH
  • Transition to r20 IND with d+3+4

Error querying parent: Move with id = 'Yoshimitsu-DB+3,3,3,3' not found. If you've added 'Yoshimitsu-DB+3,3,3,3' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.

Manji Spin Low Kicks

,3

,​l
,​5
-26~-24
-15~-13
,i9~11
,cs1~
t54 r43 FUFT
  • Combo from 5th CH

Error querying parent: Move with id = 'Yoshimitsu-DB+3,3,3,3,3' not found. If you've added 'Yoshimitsu-DB+3,3,3,3,3' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.

Manji Spin Low Kicks Front Kick

,4

,​m
,​15
-8~-7
+23a (+13)
,i12~13
t39 r26
Balcony Break
  • Transition to r21 KIN with 1+2 (-6~-5 on block)
  • Transition to r24 NSS with B
  • Same animation as ws4
  • Alternate inputs:
  • DB+3,3,4
  • DB+3,3,3,4
  • DB+3,3,3,3,4

Error querying parent: Move with id = 'Yoshimitsu-DB+3,3,3,3,3' not found. If you've added 'Yoshimitsu-DB+3,3,3,3,3' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.

Nozuchi Fumi

db+4

L
14
-12
-1
i17
t48 r31
Bad Stomach (BDS)

DB+1+2

cs11~
t30 r10 BDS
  • Continues as long as DB is held
  • Transition to r25 releasing db
Poison Breath

BDS.1

h!
25
+32a
i21~40
t45 r5
Alternate input: BDS.2
Backflip Kick

BDS.3

m
23
-15~-2
-13~+0
i17~30
js14~ fs28~30
t60 r30
Alternate input: BDS.4

b

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

B+1

h
8
+1
+7
+12
i17
t35 r18
Can transition to Spinning Evade with b+3 or b+4

B+1,1

h,​h
8,​9
+4~+5
+5~+6
+10~+11
,i11~12
t26 r14
Can transition to Spinning Evade with b+3 or b+4

B+1,​1,1

h,​h,​h
8,​9,​10
+4~+5
+5~+6
+10~+11
,i11~12
t26 r14
Can transition to Spinning Evade with b+3 or b+4

B+1,​1,​1,1

h,​h,​h,​h
8,​9,​10,​12
+4~+5
+5~+6
+10~+11
,i11~12
t26 r14
Can transition to Spinning Evade with b+3 or b+4

B+1,​1,​1,​1,1

h,​h,​h,​h,​h
8,​9,​10,​12,​14
+4~+5
+5~+6
+10~+11
,i11~12
t26 r14
Can transition to Spinning Evade with b+3 or b+4
Slap U Silly

B+1,​1,​1,​1,​1,1

h,​h,​h,​h,​h,​h
8,​9,​10,​12,​14,​16
-73
-71
-67
,i11~12
r91 FUFT

B+1,​1,DB+3

h,​h,​l
8,​9,​7
-20~-19
-9~-8
,i13~14
cs10~
t52 r38 FC
  • Alternate inputs:
  • b+1,db+3 (Combos)
  • b+1,1,db+3 (Combos)

B+1,​1,​DB+3,3

h,​h,​l,​l
8,​9,​7,​5
-19~-17
-7~-5
,i15~17
,cs1~
t52 r38 FC
  • Transition to r20 IND with d+3+4
  • Alternate inputs:
  • b+1,DB+3,3 (Combos)
  • b+1,1,DB+3,3

B+1,​1,​DB+3,​3,3

h,​h,​l,​l,​l
8,​9,​7,​5,​5
-27~-25
-15~-13
,i9~11
,cs1~
t54 r43 FUFT
  • Alternate inputs:
  • b+1,DB+3,3,3
  • b+1,1,DB+3,3,3

B+1,​1,​DB+3,​3,4

h,​h,​l,​l,​m
8,​9,​7,​5,​15
-8~-7
+23a (+13a)
,i12~13
t39 r26
Balcony Break
  • Transition to r21 KIN with 1+2 (-6~-5 on block)
  • Transition to r24 NSS with B
  • Same animation as ws4
  • Alternate inputs:
  • b+1,DB+3,3,4
  • b+1,1,DB+3,3,4

b+2

m
12
-9~-8
+2~+3
i14~15
t42 r27
Transition to r27 KIN with 1+2
Oma Gehosen

b+2,1

m,​M
12,​20
-17~-16
+28a (+18)
,i27~28
js28~49 fs50~52
t69 r41
Weapon
  • Combo from 1st CH with 2f delay
  • Transition to r30 KIN with 1+2
  • Input can be delayed 14f
  • Alternate notation: 1SS.b+2,1
Oma Kugiuchi

b+2,2

m,​h
12,​21
-13
+2a
,i22~23
t75 r37
Heat Engager
Heat Dash +5g, +36a (+26)
Weapon
  • Combo from 1st with 1f delay
  • Combo from 1st CH with 7f delay
  • Input can be delayed 14f
Sometimes written 1SS.b+2,2
Spinning Evade

b+3

r31
  • 4 self-damage
  • Alternate input: b+4
Spinning Evade (2)

b+3,3

r25
  • 4 self-damage
  • Alternate input: b+4,4
Spinning Evade (3)

b+3,​3,3

r25
  • 4 self-damage
  • Alternate input: b+4,4,4
Spinning Evade (4)

b+3,​3,​3,3

r25
  • 4 self-damage
  • Alternate input: b+4,4,4,4
Spinning Evade (5)

b+3,​3,​3,​3,3

r25
  • 4 self-damage
  • Alternate input: b+4,4,4,4,4
Spinning Evade (6)

b+3,​3,​3,​3,​3,3

fs65~
r80 FUFT
  • 4 self-damage
  • Alternate input: b+4,4,4,4,4,4

ub

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ub+1

m
15
-6~-5
+3c~+4c
i24~25
js9~27 fs28~30
t51 r26
Spike
Weapon
  • Alternate notation: 1SS.ub+1
Avoiding the Puddle

ub+4

m
17
-19~-17
+12a (+2)
i20~22
js9~32 fs33~35
t58 r36
Balcony Break
Spike
Cleansing Sword Yoshimitsu

ub+1+2

M
25
-8c~-7c
+27a (+17)
i24~25
t53 r28 1SS
Balcony Break
Weapon
  • 5 chip damage on block
  • Power up in NSS or Heat
Sword Stab

ub+1+3

m!
40
-24
i50~52
t129 r77
Weapon
  • Punishable on close hit with FUFT.3
  • Alternate notation: 1SS.ub+1+3
Face Splitter

ub+1+3,1+2

m!h!
40,​18
+1~+2
+45a
,i18~19
t52 r33
Weapon
  • Alternate notation: 1SS.ub+1+3,1+2
Sword Poke Windmill

ub+1+3,n+1

m!,​m!
40,​22
-57a
,i28~113
t135 r30
Weapon
  • Cancel early to r21 with B (earliest cancel -12a)
  • Possible to double-hit
  • Alternate notation: 1SS.ub+1+3,n+1

u

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

u+1

m
17
-5~-4
+4c~+5c
i24~25
js9~27 fs28~30
t50 r25
Spike
Weapon
  • Alternate notation: 1SS.u+1
Guillotine Crow Kick

u+3+4

M,​M
10,​12
+1c~+4c
+24a
i39~42 i3~6
js11~42
t71 r23
Spike
  • Evades some mid attacks from frames ?-?
  • Can be floated out of invisibility frames

uf

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Helmet Strike

uf+1

m
20
-4~-3
+5c~+6c
+50a
i24~25
js9~27 fs28~30
t49 r24
Spike
Weapon
  • Alternate notation: 1SS.uf+1
Kurama Itto

uf+2

m
25
-16~-15
+6g~+7g
+25a
i35~36
js10~29 fs30~32
t70 r34 FC
Weapon
  • Cancel to r20 FC with D
Rising Knee

uf+3

m
15
-13
+32a (+22)
i15
js9~33 fs34~36
t47 r32
Knee
  • Can evade jabs at frames 5-7
  • Alternate inputs: ub+3, u+3
Avoiding the Puddle

uf+4

m
21
-9~-7
+22a
i20~22
js9~32 fs33~35
t48 r26
Homing
Balcony Break
Spike
  • Alternate input: u+4
Poison Wind

uf+3+4

M
20
-16~-12
-4a
i31~35
js10~32 fs33~35
t66 r31
Spike
  • In 1SS cancel to r18 DGF with 1+2
  • In 1SS transition to r28 FLE with d+1+2
  • Transition to r28 IND with d+3+4 (or NSS.d+1+2)
  • On hit, transitions to r49 backward jump automatically

uf+3+4,1

M,​h
20,​8
-1~+1
-42
,i16~18
t36 r18
  • On hit, transitions to r49 backward jump automatically
  • Combo from 1st hit vs grounded
  • Combo from 1st hit

uf+3+4,​1,4

M,​h,​m
20,​8,​15
-14~+13g
+27a (+17a)
,i17~28 i28~39
,js14~41 fs42~44
t50 r11
Combos from 1st (requires wall)
Poison Wind Gold Strike

uf+3+4,​1,​4,1

M,​h,​m,​M
20,​8,​15,​15
-9~-8
+1c~+2c
+6a
,i24~25
t58 r33
Spike
Weapon
  • Can transition to d+1*,n
  • 4 chip damage on block
  • Power up in NSS or Heat
  • Alternate notation: 1SS.uf+3+4,b+1,4,d+1)
Poison Wind Steel Smash

uf+3+4,​1,3+4

M,​h,​M
20,​8,​21
+0c~+4c
-14a
,i31~35
,js10~32 fs33~35
t61 r26
Spike
  • On hit, transitions to r49 backward jump automatically
Poison Wind Eclipse Kick

uf+3+4,3

M,​M,​M
20,​10,​10
-4c~-1c
+27a
,i39~42 i3~6
,js11~42 fs43~45
t66 r20
Spike
  • Evades mid attacks from frames ?-?
Poison Wind > Kangaroo Kick

uf+3+4,3+4

M,​m
20,​25
-13~-12
+52a (+42)
,i25~26
,cs4~22 fs10~50
t63 r37
Tornado
  • Combo from 1st hit
Death Copter

uf+1+3

M!
40
+30a
i113~114
js9~110 fs111~113
t133 r19
Spike
Weapon
  • Cancel to r34 DGF with 1+2 on frames 1-34
  • Cancel to r30 DGF with 1+2 on frame 35. delayable up to frame 92
  • Alternate notation: 1SS.uf+1+3
Death Copter Slice (1)

uf+1+3,d

M
25
-3~-2
+34a
i55~56
js9~52 fs53~55
t50 r25
Spike
Weapon
  • 10 chip damage on block
  • Input during frames 1-31 of uf+1+2
Death Copter Slice (2)

uf+1+3>d

M
30
-1c~+0c
+34a
i83~84
js9~80 fs81~83
t49 r25
Spike
Weapon
  • 12 chip damage on block
  • Input during frames 35-60 of uf+1+2
Death Copter Trick

uf+1+3,b

M!
35
+24a
i55~56
js9~59 fs60~62
t88 r25
Spike
Weapon
  • Cancel to r27 DGF with 1+2
  • Input during frames 1-31 of uf+1+2

Motion Input

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Sword Smash

f,F+2

m
15
-9
+4
i15
t48 r33
Elbow
  • Cannot be buffered
  • Increased pushback on CH
Yomi Kakenuke

f,​F+2:2

m,​t
15,​20
+8d
r57 BT
  • Transitions to attack throw only on front hit (air hit OK)
  • 3f input window for the transition (i13~15)
  • After hit transition to r20 IND with d+3+4
Iwatsubute

f,F+3

m
20
-4~-3
+5~+6
i23~24
t56 r32
  • Transition to r26 KIN with 1+2 (+3~+4 on block, +12~+13 on hit)
  • Cannot be buffered
Fubuki Knee

f,F+4

m
20z
-6~-5
+37a (+23)
i15~16
js13-21 fs22-24
t44 r28 BT
Balcony Break
Knee
  • Cannot be buffered
Solar Kick

f,F+1+2

m
22
-8~-6
+3c~+5c
i22~24
js10~21 fs22-32 js25-29
t49 r25 BT
Spike
  • Cannot be buffered
  • Visually similar to f,F+3+4
Reverse Cartwheel

f,F+3+4

m
15
-20~-18
-9c~-7c
i22~24
js10~27 fs28~30
t61 r37
Spike
  • Cannot be buffered
  • Visually similar to f,F+1+2

f,​F+3+4,1+2

m,​m
15,​15
-31~-25
-2a (-12)
,i12~18
,js24~46 fs47~90
t102 r46
  • Combo from 1st CH
  • Tremendous forward travel
  • Automatically recovers to r? IND on self wallsplat
Solar Kick Shark Attack

f,​F+3+4,​1+2,3+4

m,​m,​m
15,​15,​20
-13
+52a (+42)
,i27
,js1~13 fs14~54
t65 r38
Tornado
  • Combo from 2nd hit
  • Combo from 1st CH
  • Tremendous forward travel
Suicide

f,F+1+4

m!
60
-65a
i45
t150 r125 FDFT
Weapon
  • 60 self-damage during 1st recovery frame
  • Cannot be buffered
  • NSS.f,F+1+4 will always cancel into Confusion
Confusion

f,​F+1+4,n

m!
60
r33 BT
Double Suicide

f,​F+1+4,F

m!,​m!
60,​185
-60a
,i35~37
t161 r124 FDFT
Weapon
  • 185 self-damage during 1st recovery frame
Thunder Blade

b,B+1+4

m!
50
+2a
i59~61
t112 r51
Weapon
  • Alternate notation: 1SS.b,B+1+4
  • Bad hitbox, will go over crouching opponents sometimes
Thunder Blade Feint to Soul Stealer

b,B+1+4,B

,​m
,​20
-15~-12
+14c~+17c
,i22~25
t56 r31 1SS
Weapon
  • 70% proration on standing hit
  • Knockdown against BT opponent, +11a (FDFT)
  • Power up in NSS or Heat
  • Total startup is i47~50
  • Alternate notation: 1SS.b,B+1+4,B
Gehosen

f,n,d,df+1

M
22
-17~-16
+35a (+25a)
i17~18
js17~39 fs40~42
t59 r41
Weapon
  • Can be buffered
  • Can transition to r37 KIN with 1+2
  • Can be performed in FC
  • Alternate notation: 1SS.f,n,d,df+1
Flashing Steel

f,n,d,df+2

m
20
-13~-12
+6g~+7g
+58a (+38)
i14~15
cs6~14
t51 r36
Balcony Break
Weapon
  • Can be buffered
  • Can be performed in FC
Moonsault Slayer

qcf+1

h,​h,​M
24,​15,​35
+0~+2
+30a
i28~34 i37 i58~60
js10~55 fs56~58
t88 r28
Spike
2nd and 3rd
Weapon
  • 17 chip damage on block
  • Can be buffered
  • Can be performed in FC
  • 1st and 2nd hits connect only vs airborne opponent
  • Alternate notation: 1SS.qcf+1
Manji Kick

f,f,F+3

M
30
+5g~+6g
+13a (+3)
i22~23
js3~33 fs34~36
t59 r36
Balcony Break
  • 9 chip damage on block
Manji Kick > Manji Dragonfly

f,​f,​F+3,U

M
30
+7g~+8g
+15a (+5)
,js1~
r34 DGF
Unavailable in NSS

Crouch

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
  • FC.db+1
  • FC.df+1

FC.d+1

sl
5
-5
+6
i10
cs1~
t34 r24 FC
  • Transition to r25? with f
  • Transition input can be delayed 16f
  • FC.db+2
  • FC.df+2

FC.d+2

sl
8
-4
+5
i11
cs1~
t34 r23 FC
1SS.FC.df+3

FC.d+3

L
10
-17
-6
i16
cs1~
t52 r36 FC
FC.db+4

FC.d+4

l
6
-15
-4
i12
cs1~
t46 r34 FC
Knee Cap

FC.df+4

L
18
-26~-25
+4c~+5c
+31a
i18~19
cs1~
t47 r28 FC
Homing
  • Transition to r24 IND with d+3+4, +8 hit, +35a CH
  • Can be done from Crouch Level 2

FC.db+3

l
8
-25~-24
-14~-13
i18~19
cs1~
t62 r3 FC
Leads to db+3 extensions
Sword Sweep

FC.DF+1

l!
12
+70a (+54)
i26
cs1~
t70 r44
Weapon
  • Alternate input: FC.db,b+1
  • Alternate notation: 1SS.FC.DF+1
  • Alternate name: Samurai Cutter

WS

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

ws1

m
12
-10~-9
+1~+2
+6~+7
i14~15
t43 r28

ws1,1

m,​h
12,​12
-11
+0
,i18
t48 r30
Spike
  • Combo from 1st hit with 11f delay
  • Combo from 1st CH with 13f delay
  • Input can be delayed 13f
  • Move can be delayed 8f

ws1,​1,1

m,​h,​h
12,​12,​12
-11
+0
,i18
t48 r30
Spike
  • Combo from 1st CH with 13f delay
  • Input can be delayed 12f
Door Knocker

ws1,​1,​1,1

m,​h,​h,​m
12,​12,​12,​25
+0c~+1c
+6c~+7c
,i25~26
t53 r27
Spike
  • Combos from 3rd CH with 5f delay
  • Input can be delayed 12f
Door Knocker to Spinning Evade

ws1,​1~b+3

m,​h
12,​12
-16
-5
r35
  • Alternate input: ws1,1~b+4
Door Knocker to Back Knuckle

ws1,2

m,​h
12,​18
-4~-3
+14g~+15g
+39a
,i25~26
t54 r28
Balcony Break
  • Combos from 1st hit with 4f delay
  • Combos from 1st CH with 9f delay
  • Input can be delayed 15f
  • Move can be delayed 13f
Door Knocker Shredder

ws1,​2,1

m,​h,​M
12,​18,​21
-12~-11
+17a (+10)
,i26~27
t59 r32
Tornado
Weapon
  • Combo from 2nd CH
  • Alternate notation: 1SS.ws1,2,1
Door Knocker > Back Knuckle Slap U Crazy

ws1,​2,db+2

m,​h,​m
12,​18,​8
-5
+6
,i15
r24
Links to db+2 extensions
Exorcism Fist

ws2

m
13
-4~-3
+7~+8
i15~16
t51 r35 BT
Scowling Moon God

ws2,1

m,​m
13,​14
-3a
+36a (+26)
,i27~28
t55 r27 DGF
Weapon
  • Combo from 1st hit with 1f delay
  • Alternate notation: 1SS.ws+2,1

ws3

m
12
-6
+3
i16
t45 r29
Kimon Matagi

ws3,2

m,​m
12,​20
-12c
+0a
i32
t72 r40
Spike
Weapon
  • Combo from 1st hit
Toe Smash

ws4

m
14
-6~-5
+5~+6
i11~12
t36 r24
  • Transition to r21 KIN with 1+2
  • Transition to r24 NSS with B

KIN (Kincho)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Kincho

1+2

ps3~9
t53 r15 KIN
  • Can recover to r17 FC with D
  • Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves
  • Alternate inputs: BT.1+2, FC.db+1+2 FC.d+1+2
Guillotine Crow Trap

1+2,P

M,​M
10,​12
+1c~+4c
+14a
i15~18 i3~6
,is1~20 js11~42 fs43~45
t71 r23
Kincho Forward Dash

KIN.f

cs5~25
t65 r5 KIN

KIN.1

m
10
-12
-1
i17
t48 r31 1SS
Spike
Weapon
Doushi Kiri

KIN.1,1

m,​m,​m
10,​5,​15
-9~-8
+7c~+8c
,i23~24 i14~15
t67 r27 1SS
Spike
Weapon
  • Combo from 1st hit with 2f delay
  • Power up in NSS or Heat
  • Alternate notation: 1SS.KIN.1,1

KIN.2

m
15
-14~-13
+26a (+16a)
i21~22
t65 r43
Weapon
Tenshu Kuzushi

KIN.2,1+2

m,​M
15,​30
-15~-13
+2a
i32~34
t83 r49 1SS
Balcony Break
Spike
Weapon
  • 6 chip damage on block
  • Power in NSS or Heat
  • Alternate notation: 1SS.KIN.2,1+2
Tenshu Kuzushi (Hold)

KIN.2,1+2*

m,​M
15,​30
+2~+4
+2a
,i47~49
t83 r49 1SS
Balcony Break
Spike
Weapon
  • 9 chip damage on block
  • Power in NSS or Heat
  • Alternate notation: 1SS.KIN.2,1+2*
Shibakari

KIN.3

L
17
-16~-9
+13a
+24a
i25~32
js10~20 fs21~23 cs24~
t60 r28 FC
Whirlwind

KIN.4

h
23
+0~+1
+20a (+11)
+49a
i16~17
t46 r29
Homing
Balcony Break
  • Can transition to r26 KIN with 1+2
  • Can transition to r28 MED with 3+4
  • Alternate input: SS.4
Ashura Blade

KIN.1+2

m,​m,​m,​m
4,​4,​4,​24
-6~-4
+11a
i12~13 i6~7 i7~8 i11~13
js25~39 fs40~42
t80 r37 BT
Weapon
  • Combos from any hit
  • Floor break final hit
  • Realigns between hits
  • Despite being i12, it always connects on i13 after f,F+3,1+2 on hit
Soul Stealer

KIN.1+4

m
20
-15~-12
+14c~+17c
i10~13
t44 r31
Weapon
  • 70% proration on standing hit
  • Knockdown against BT opponent, +11a (FDFT)
  • Power up in NSS or Heat
  • Alternate notation: 1SS.KIN.1+4
Ishigaki Kuzushi

KIN.d+1

L
20
-13
+3
+38a
i23~24
cs22~
t55 r31 FC
Weapon
  • Cancel to r16 FC with DB
  • Alternate notation: 1SS.KIN.d+1
Submission Chakram

KIN.f+1

M,​M,​M
6,​6,​10
-5~-4
-2
i19~20 i6~7 i7~8
t66 r31 1SS
Weapon
  • Combos from any hit
  • 8 chip damage on block
  • Powers in NSS or Heat
  • Alternate notation: 1SS.KIN.f+1
Submission Chakram (Hold)

KIN.f+1*

M,​M,​M,​M,​M,​M
6,​6,​6,​6,​6,​10
-12~-11
+29a (+14)
i19~20 i6~7 i7~8 i6~7 i7~8 i7~8
t58 r35 1SS
Weapon
  • Combos from any hit
  • 14 chip damage on block
  • Powers in NSS or Heat
  • Alternate notation: 1SS.KIN.f+1*
Ganto

KIN.f+2

h
25
-1 +11w
+9a (+0)
i12~13
t53 r40
Heat Engager
Heat Dash +5g, +34a (+27)
Homing
Balcony Break
Weapon
Wall Crush on block, +11g minimum

KIN.b+2

m
15
-9~-8
+2~+3
i15~16
t43 r27
Weapon
Ikaruga

KIN.b+2,1

m,​M
15,​19
-12~-11
+30a (+20)
,i23~24
t53 r29
Tornado
Weapon
  • Combo from 1st hit
  • Alternate notation: 1SS.KIN.b+2,1
Mumyo Juji Ken

KIN.b+1+2

m!
25
+6a
i46
t95 r49
Weapon
  • Backswing blow
  • Unavailable in NSS
Kincho Manji Dragonfly

KIN.u+1+2

js14~
r34 DGF

MED (Meditation)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Meditation

3+4

r20 MED
Alternate inputs: b+3+4, BT.3+4

MED.n

r30 MED
  • May be canceled into another MED move
  • at 26-28 frames into the animation:
  • Restores recoverable health successively
    • +1 health (1st pulse)
    • +2 health (2nd pulse)
    • +3 health (3rd onward)

MED.f

r7
  • Can be cancelled into a backturned attack
  • Can be cancelled into instant while standing
  • Closes distance with the opponent

MED.d

r15
Transitions into sidewalk with held input

MED.b

r7
  • Can be cancelled into a backturned move
  • Can be cancelled into instant while standing
  • Creates distance with the opponent

MED.u

r15
Transitions into sidewalk with held input
Back Handspring

MED.3

m,​M
15,​15
+2~+13
+43a
i17~28 i28~39
js14~41 fs42~44
t50 r11 BT
Spike
on second hit
  • BT.d+3 is guaranteed on meaty block
Back Handspring to Quick Slash

MED.3,d+1

m,​M,​M
15,​15,​15
-9~-8
+1c~+2c
+6a
,i24~25
t58 r33 BT
Spike
Weapon
  • 4 chip damage on block
  • Power up in NSS or Heat
  • Recovers in 1SS
Meditation Healing

MED.1+2

m!
10
-1a
i30~34
t62 r38
Recovers health
Meditation to Backturn

MED.3+4

r20 BT
Meditation Backturned Flash

MED.1+4

m
20
-15~-12
+14c~+17c
i6~9
t40 r31 BT
Weapon
  • 70% proration on standing hit
  • Knockdown against BT opponent, +11a (FDFT)
  • Power up in NSS or Heat
  • Alternate notation: 1SS.BT.1+4

FLE (Flea)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Flea

d+1+2

js8~17 fs18~20
r20 FLE
  • Alternate input: BT.d+1+2
  • Unavailable in NSS
Flea Idle

FLE.n

m
7
-18~
+48a (+38a)
i2~60
js1~
t61 r0 FLE
Balcony Break
Weapon
  • Hitlines exist on the sword and directly behind Yoshimitsu
  • Can be canceled at any time into another FLE move
  • After hitting with this attack, FLE.n has no hitbox until another FLE action (other than FLE.d) is taken
Flea Cancel

FLE.db

js1~12 fs13~15
r38
Flea Roll

FLE.1

fs1~25 cs26~
r40 FC
Flea > Sliding Headbutt

FLE.2

L
20
-12~-8
+30a
i24~28
fs1~ cs6~
t55 r27 FDFA
  • Side switches on close hit
  • Can combo to ws4 on no side switch
  • Alternate input: FLE.1~df+3+4
Flea Dance

FLE.3

js1~
r15 FLE
  • Evades like a sidestep
  • Alternate input: FLE.4
Skull Splitter

FLE.1+2

h
20
-8~-7
+31a (+21)
i18~19
cs6~17
t47 r28
Tornado
Head
Flea > Kangaroo Kick

FLE.3+4

m
25
-13~-12
+52a (+42)
i25~26
fs1~26 cs6~22
t63 r37
Tornado
Running Flea

FLE.f,f

M,​M,​M,​M,​M
3,​3,​3,​3,​3
-10
+1
i17~19,i6~8 i5~7 i6~8 i6~8
js1~
r19? FLE
  • Combos from 1st
  • Floor break at the wall only
  • Sometimes combos into FLE.n
Flea Digger

FLE.d

js1~4 fs5~15 js16~
r30 FLE
  • Evades jabs from frames 4-14
  • Evades mids from frames 7-12
  • Can be canceled into other FLE moves (except FLE.n)
Flea Digger Strike

FLE.d

M
0
+31a (+24)
i10
js1~
t30 r20 FLE
Balcony Break
  • Evades jabs from frames 4-14
  • Evades mids from frames 7-12
  • Can be cancelled into other FLE moves (except FLE.n)
  • Only accessible after hitting with FLE.n
Flea to Dragonfly Slash

FLE.f+2

h
23
+7g~+8g
+19a (+10)
+64a (+44)
i20~21
js1~
t51 r30 DGF
Homing
Balcony Break
Flea > Indian Stance

FLE.d+3+4

js1~16 cs16~30 fs17~
r34 IND
Flea > Manji Dragonfly

FLE.u+1+2

js1~
r46 DGF
Flea > Dragonfly Feint

FLE.u+3+4

m
30
+4~+6
+21a (+12)
i38~40
js1~37 fs38~4020
t60 r20 FUFT
Balcony Break
  • Tech roll to r33 FC on frames 41-42
Jumping Flea

FLE.uf

m!
21
+30a (+20)
i30~45
js1~
t55 r10 FLE
Balcony Break
  • Alternate inputs: FLE.u and FLE.ub
Flea Step (WFL)

FLE.f

js1~
r50 FLE
  • In WFL from frames 20-50
  • Cancel into FLE.f,f with f within 19 frames
Flea Step Backward (WFL)

FLE.b

js1~
r50 FLE
In WFL from frames 20-50
Sakanobori

WFL.3

m
25
-16
+2a (-7)
i17
js1~
t60 r43 FLE
Balcony Break
  • Does 37 damage on Clean Hit (See next entry)
Sakanobori

WFL.3 (Close Hit)

m,​t
37,​20
+15a
js1~
r43 FLE
  • Transition to attack throw only on front hit
  • Can side switch on hit
Tsurubebi

WFL.4

L
15
-9~-8
+12c~+13c
+20a
i23~24
js1~12 cs12~ fs13~
t50 r26 FUFT

IND (Indian Stance)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Indian Stance

d+3+4

cs6~ fs6~
r20 IND
  • All stance moves are bufferable
  • Alternate inputs: BT.d+3+4, FC.d+3+4
Indian Stance Healing

IND.n

cs1~ fs1~
r30 IND
  • Restores recoverable health with each pulse
  • Can be cancelled into other IND moves
Indian Stance Cancel

IND.u

fs1~29
r29
  • Alternate input: IND.d
  • Evasive, can go under some attacks if timed
Indian Stance Vaccum Dance

IND.f

cs1~ fs1~
r51
If closer than 1.75 units, recovers r51, 1 unit behind the opponent
Indian Stance Vaccum Dance

IND.b

cs1~ fs1~
r51
If in BT.IND closer than 1.75 units, recovers r51, 4.2 units away from the opponent
Indian Stance Storm

IND.1

M!
15
+0c~+2c
i53~55
js30~52 fs53~55
t88 r28
Spike
Weapon
  • Same animation as the ending of qcf+1
  • Alternate notation: 1SS.IND.1
Indian Stance Stone Fists

IND.2

m
7
-8~-5
+2~+6
i39~43
cs1~ fs1~
r27 FC
  • Leads to DB+2,2 extensions
  • Greater forward momentum than a standing DB+2
  • Yoshimitsu will transition to IND.u if the distance to the opponent is less than 1.00 units
  • Yoshimitsu will teleport if the distance to the opponent is less than 0.50 units

IND.3

m
15
-31~-25
-2a (-12)
i12~18
,js12~34 fs35~90
t102 r46
Balcony Break
  • Automatically recovers to r? IND on self wallsplat
  • Tremendous forward travel
Indian Stance Cannon

IND.3,3+4

,​m,​m
,​15,​20
-13
+52a (+42)
,i27
,js1~13 fs14~54
t65 r38
Tornado
  • Combo from 1st hit
  • Tremendous forward travel
Indian Stance Knee Cap

IND.4

L
18
-26~-25
+4c~+5c
i47~48
cs1~
t47 r28 FC
Homing
  • Transition to r24 IND with d+3+4, +8 hit, +35a CH
Indian Stance Flea

IND.1+2

fs1 js2~27 fs28~30
r30 FLE
Unavailable in NSS
Indian Tobi Ushiwaka

IND.3+4

m,​m
6,​22
-6~-5
+3~+4
i17~18 i28~29
js12-37 fs38-40
t58 r29
Homing
  • Transition to r18 DGF with 1SS.U
Indian Levitation

IND.D+3+4*

cs1~ fs1~
r1 IND
  • Allows 8-way directional movement in IND
  • Continues as long as 3+4 is held
  • Holding a directional input and pressing 1, 2 or 1+2 will play different voicelines
Indian Stance Manji Dragonfly

IND.u+1+2

js1~
r25 DGF
Unavailable in NSS

NSS (Mutou no Kiwami)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
No Sword Stance

b+1+2

cs8~50
t50 r35 NSS
  • Alternate input: BT.b+1+2
  • Alternate name: Mutou no Kiwami
Battou Kakugo

NSS.b+1+2

cs8~50
t50 r35 1SS
NSS Naguri Kabuto Wari

1,NSS.1

h,​m
5,​22
-9
+16a
+52a
,i23
t57 r34 1SS
Balcony Break
  • 11 chip damage on block
  • Recovers health on hit
Karakuri Uzumaki

2,NSS.1

h,​h
10,​5,​15
-5
+19a
,i23~24 i18
t72 r30 NSS
Balcony Break
  • Combo from 1st hit
  • Jail from 2nd attack
  • Alternate notation: NSS.2,1
NSS Enma's Flame

3,NSS.1

m,​h
12,​25
+7~+9
+18g~+20g
,i22~24
,js26~
t67 r47 DGF
Heat Engager
Heat Dash +5g~7g +62a (+42)
Balcony Break
Weapon
  • Combo from 1st hit
  • 7 chip damage on block
  • Recovers health no hit
  • Does not transition to DGF during Heat Dash
  • Recovers in 1SS
Enma's Soul Blade

3,​2,NSS.1+2

m,​m,​M
12,​12,​30
-14c~-13c
+20a (+10)
,i26~27
t61 r34 1SS
Balcony Break
Weapon
  • Combo from 2nd hit with 4f delay
  • Input can be delayed 10f
  • Move can be delayed 9f
  • 15 chip damage on block
  • Clean hit 39 damage
  • Recovers health on hit

4,​4,​2,​2,NSS.1

h,​h,​m,​h,​m
12,​12,​5,​6,​30
-54
-17a
,i67
t140 r73 NSS

4,​4,​2,​2,​NSS.1~1

h,​h,​m,​h,​m,​h!
12,​12,​5,​6,​30,​40
-49a (-75)
,i20~105
t135 r30 NSS
Balcony Break
  • Cancel early to r30 with B
Soul Stealer
  • NSS.ws1+4
  • NSS.FC.D+1+4

NSS.1+4

m
20
-15
+14 +64a
i8~11
t42 r31 1SS
Strong Aerial Tailspin
Weapon
  • Knockdown against BT opponent, +19a (+9)
  • 4 chip damage on block
  • Recovers 2 base health on hit
Sometimes written NSS Flash
NSS Spirit Shield

NSS.1+2+3

h
25
-18~+0
+26d (-32)
i22~40
t70 r30 IND
Balcony Break
Manji Backfist Swipe

f+2,NSS.1

h,​m
18,​21
-12~-11
+17a (+10)
,i26~27
t59 r32 NSS
Tornado
  • Combo from 1st CH
  • Alternate input: BT.2,NSS.1
NSS Kuzuryu

NSS.f+1+2

M
29
-12
+8a (-1)
i20
t57 r37 1SS
Heat Engager
Heat Dash +5g +62a (+42)
Balcony Break
Weapon
  • 8 chip damage on block
  • Extended range
NSS Kamikaze

NSS.f+3+4

m
20
-13~-9
+20a (+11)
i21~25
t46 r33 NSS
Balcony Break
Head
  • Cancel to r55 BT with b
  • Transition to r33? IND with d+3+4
  • +20a on left/right side hit
Tsuka Atemi Swipe

df+1,​2,NSS.1

m,​h,​m
14,​16,​19
-12~-11
+17a (+10)
,i26~27
t59 r32 NSS
Tornado
  • Combo from 2nd CH
Wood Chopper

df+3,NSS.1

m,​M
10,​24
-9~-8
+16a
+6a
,i23~24
t57 r33 1SS
Spike
Weapon
  • Combo from 1st hit
  • Recovers health on hit
  • 12 chip damage on block
  • Input can be held to transition to d+1*
NSS Gehosen (Simple Input)

NSS.df+1+4

m
19
-17~-16
+35a (+25)
i20~21
js20~42 fs43~45
t62 r41 NSS
  • Can be buffered
  • Transition to r37 KIN with 1+2
  • Can be performed in FC
  • Power up input: NSS.f,n,d,df+1
  • Replaced by 1SS.df+1+4 when performed in BT
Quick Chop

NSS.d+1

M
24
-9~-8
+16a
+6a
i24~25
t58 r33 1SS
Spike
Weapon
  • Recovers health on hit
  • 12 chip damage on block
  • Input can be held to transition to d+1*
Heshikirigari

d+2,NSS.1

M,​h
12,​18
-9~-8
+10g~+11g
,i27~28
t60 r32 NSS
Balcony Break
  • Combo from 1st hit with 8f delay
  • Input can be delayed 16f
  • Move can be delayed 10f
Heshikiribarai

d+2,​2,NSS.1

M,​m,​h
12,​17,​20
-9~-8
+8a (-1)
,i19~20
t60 r40 NSS
Balcony Break
  • Input can be delayed 10f
  • Move can be delayed 9f
Heshikirinagi

d+2,​2,NSS.d+1

M,​m,​m
12,​17,​17
-12~-11
+2c~+3c
+42a
,i29~30
t62 r32 NSS
Spike
  • Input can be delayed 10f
  • Move can be delayed 9f
NSS to Indian Stance

NSS.d+1+2

cs7~ fs7~
r20 IND
Unfinished Business

NSS.d+1+4

r65 NSS
Yoshimitsu is invisible on frames 50~64, but can still be hit
Manji Shagapan

NSS.db+1

sl
5
-5
+6
i10
cs4~
t34 r24 FC
  • Transition to r24 with f
Oma Gehosen

b+2,NSS.1

m,​m
12,​17
-17~-16
+28a (+18)
,i27~28
js28~49 fs50~52
t69 r41 NSS
  • Combo from 1st CH with 2f delay
  • Transition to r30 KIN with 1+2
  • Input can be delayed 14f
Oma Kugiuchi

b+2,NSS.2

m,​h
12,​18
-10~-9
+0~+1
,i22~23
t57 r34 NSS
Heat Engager
Heat Dash +5g~+6g +36a (+26)
  • Combo from 1st with 1f delay
  • Combo from 1st CH with 7f delay
  • Input can be delayed 14f

NSS.ub+1

m
19
-6~-5
+3c~+4c
i25~26
js9~27 fs28~30
t51 r26 NSS
Spike
Soul Blade Yoshimitsu

NSS.ub+1+2

M
30
-8c~-7c
+16a (+6)
i24~25
t63 r38 1SS
Balcony Break
Weapon
  • 15 chip damage on block
  • Clean hit 39 damage
  • Recovers health on hit
  • -12c~-13c if blocked at tip range
Spinning Finger Stab

NSS.ub+1+3

m!
50
-23
i51~65
t129 r64 NSS
  • Punishable on close hit with FUFT.3
Face Slapper

NSS.ub+1+3,1+2

m!h
50,​15
-15~-4
-4~-3
+45a
,i18~19
t52 r33 NSS
Index Poke Windmill

NSS.ub+1+3,n+1

m!,​h!
50,​40
-49a (-75)
,i20~105
t135 r30 NSS
Balcony Break
  • Cancel early to r21 with B

NSS.u+1

m
21
-5~-4
+4c~+5c
i25~26
js9~27 fs28~30
t50 r25 NSS
Spike
Ishiusu Tsubushi

NSS.u+1+2

L
18
+4~+6
+20c~+22c
i27~29
js9~24 fs25~
t41 r12 IND
Spike
  • Can't be low parried

NSS.uf+1

m
24
-4~-3
+5c~+6c
+15a
i25~26
js9~27 fs28~30
t49 r24 NSS
Spike
Safe Heron Jump

NSS.uf+1+3

js9~35 fs36~38
r41 FC
NSS Poison Wind Gold Strike

uf+3+4,​1,​4,NSS.1

M,​h,​m,​M
20,​8,​15,​15
-9~-8
+16a
+52a
,i24~25
t58 r33 1SS
Spike
Weapon
  • Can transition to d+1*,n
  • 12 chip damage on block
  • Recovers health on hit
Thunder Palm Strike

NSS.b,B+1+4

m!
40
-3a (-12)
+29a (-18)
i65~70
t112 r42 NSS
Balcony Break
Thunder Palm Strike Feint to Soul Stealer

NSS.b,B+1+4,B

,​m
,​20
-15~-12
+14 +64a
,i22~25
t49 r31 1SS
Weapon
  • Knockdown against BT opponent, +19a (+9)
  • 4 chip damage on block
  • Recovers health on hit

NSS.f,n,d,df+1

m
19
-17~-16
+35a (+25a)
i17~18
js17~39 fs40~42
t59 r41 NSS
  • Can be buffered
  • Can transition to r37 KIN with 1+2
  • Can be performed in FC
Moonsault

NSS.qcf+1

M
30
-8c~-5c
+5a
i53~56
js10~55 fs56~58
t88 r32 NSS
Spike
  • Can be buffered
  • Can be performed in FC

NSS.FC.DF+1

l
12
-16~-15
+27a
i25~26
cs1~34
t60 r34 NSS
  • Alternate input: NSS.db,b+1
Agonbaku

NSS.FC.DF+1,2

l,​L
12,​20
-14~-13
+14~+15
,i25~26
,cs1~45
t59 r32 NSS
  • Combo from 1st hit
  • Alternate input: NSS.db,b+1,2
Spinning Cleave

NSS.FC.df+3

L
12
-26~-25
+67a (+51)
i20~21
cs1~
t54 r36 FC

ws2,NSS.1

m,​h
13,​16
-6
+5
,i23
t44 r25 BT
Elbow
  • Combo from 1st hit with 1f delay
Scowling Aratama

ws2,​NSS.1,2

m,​h,​m
13,​16,​18
-5
+5
+63a
,i25
t52 r27 BT
  • Combo from 2nd CH
Elbow
Scowling Spirit

ws2,​NSS.1,3

m,​h,​h
13,​16,​25
-7~-6
+27a (+17)
,i25~26
t53 r27 BT
Balcony Break
  • Combo from 2nd CH

KIN.1,NSS.1

m,​m,​m
10,​5,​20
-1~+0
+37a (+29)
,i23~24 i14~15
t67 r27 1SS
Spike
Weapon
  • Combo from 1st hit with 2f delay
  • Recovers health on hit
NSS Tenshu Kuzushi

KIN.2,NSS.1+2

m,​M
15,​30
-3~-1
+15a
i32~34
t83 r49 1SS
Balcony Break
Spike
Weapon
  • 9 chip damage on block
  • Recovers health on hit
NSS Tenshu Kuzushi (Hold)

KIN.2,NSS.1+2*

m,​M
15,​30
+14~+16
+69a (+49)
,i47~49
t83 r49 1SS
Balcony Break
Spike
Weapon
Guard Break
  • 12 chip damage on block
  • Recovers health on hit
NSS Kincho Flash

NSS.KIN.1+4

m
20
-15~-12
+14 +64a
i12~15
t46 r31 1SS
Weapon
  • Knockdown against BT opponent, +19a (+9)
  • 4 chip damage on block
  • Recovers health on hit
NSS Submission Chakram

NSS.KIN.f+1

M,​M,​M
6,​6,​12
-5~-4
+18a (+11)
i19~20 i6~7 i7~8
t66 r31 1SS
Weapon
  • Combos from any hit
  • 12 chip damage on block
  • Recovers health on hit
NSS Submission Chakram (Hold)

NSS.KIN.f+1*

M,​M,​M,​M,​M,​M
6,​6,​6,​6,​6,​12
--9~-8
+29a (+14)
i19~20 i6~7 i7~8 i6~7 i7~8 i7~8
t58 r35 1SS
Weapon
  • Combos from any hit
  • 21 chip damage on block
  • Recovers health on hit

NSS.KIN.d+1

L
17
-13
+3
+38a
i23~24
cs22~
t55 r31 FC
Cancel to r16 FC with DB

NSS.IND.1

M
15
-8c~-5c
+5a
i48~51
js30~52 fs53~55
t88 r32 NSS
Spike
  • Same animation as the ending of NSS.qcf+1
NSS Shisetsu Genman

NSS.BT.d+1

l
15
-13~-12
+3
+38a
i17~18
cs6~
t49 r31 FC
Can hit grounded while off-axis

DGF (Manji Dragonfly)

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Manji Dragonfly

u+1+2

js8~
t15 r10 DGF
  • Unavailable in 1SS
  • Alternate input: BT.u+1+2
Dragonfly Cancel

DGF.d

js1~10
r12
Dragonfly Forward

DGF.f

js1~
t35 r1 DGF
realigns with opponent, closes distance
Dragonfly Backward

DGF.b

js1~
t35 r1 DGF
realigns with opponent, creates distance
Dragonfly Blade

DGF.1

M
22
-2c~-1c / +2
+10a / +46a
+46a
i30~31
js1~27
t60 r29
Spike
Weapon
  • 7 chip damage on block
  • Power up in Heat: +2 on block, 18 chip dmg, launch on normal hit, 26 dmg, recovers health on hit
  • Partially uses remaining Heat time
Dragonfly Fist

DGF.2

h
15
+4~+6
+13s
i16~18
js1~
t33 r15 DGF
Ubume

DGF.2,4

h,​M
15,​22
-14~-12
+15a (+8)
i26~28
,js1~46 fs47~49
t61 r33
Tornado
  • Combo from 1st hit
  • Transition to r32 NSS with B
Dragonfly Sweep

DGF.3

L
18
-13~-12
+6c~+7c
+27a
i22~23
js1~18
t54 r31
Can't be low parried
Dragonfly Twister

DGF.4

m
24
-4
+14g
i18~20
js1~19
t47 r27
Heat Engager
Heat Dash +5g, +62a (+42)
Balcony Break
Manji Dragonfly > Flea

DGF.1+2

js1~27 fs28~30
r30 FLE
Spirited Away

DGF.3+4

h!,​t
17,​18
+0~+1
i20~21
js1~
t55 r34 DGF
Floor Break
  • Transitions to attack throw on front hit (air hit OK)
  • Attack throw recovers standing
Dragonfly Slash

DGF.f+2

h
23
+7~+8
+19a (+10)
+64a (+44)
i20~21
js1~
t51 r30 DGF
Homing
Balcony Break
Weapon
  • Alternate input: FLE.f+2
Red Spider Lily

DGF.f+1+2

h,​h,​h
10,​10,​20
-2~-1 / +4
+18a (+9)
i16~17 i11~12 i11~12
js1~65
t70 r31
Homing
Balcony Break
Weapon
  • 12 chip damage on block
  • Power up in Heat: +4 ob, 17 (4,4,9) chip dmg, recovers health on hit
  • Partially uses remaining Heat time
Manji Dragonfly > Indian Stance

DGF.d+3+4

js1~30 cs31~
r30 IND

BT

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

BT.1

h
16
-3
+8
i15
t37 r22 BT
Elbow
Aratama

BT.1,2

h,​m
16,​18
-5
+5
+63a
,i25
t52 r27 BT
Elbow
  • Combo from 1st CH
Magatama

BT.1,3

h,​h
16,​25
-7~-6
+27a (+17)
,i25~26
t53 r27
Balcony Break
  • Combo from 1st CH

BT.2

h
18
-4~-3
+14g~+15g
+39a
i16~17
t45 r28
Balcony Break
  • Links to f+2 extensions
Perilous Spirit

BT.3

m
20
-3~-1
+11a
i24~26
js6~29 fs30~32
t53 r28 BT
Spike
Shisetsu Genman

BT.d+1

L
20
-13~-12
+3~+4
+38a
i17~18
cs6~
t49 r31 FC
Weapon

Others

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Trailokya Pilgrimage

R.df+1+2

m
10,​45+
-15
+0d
i20
pc8~
t173 r39 1SS
  • Rage Art
  • Damage increases with lower health
  • Erases opponent's recoverable health on hit
Ki Charge

1+2+3+4

r55
  • Can't block for 5 seconds
  • CH state for 5 seconds
Inner Palm

SS.1

m
21
-9~-8
+2~+3
i17~18
t50 r32
Shrine

SS.2

m
20
-13~-12
+30a (+20)
i18~19
t50 r31
Tornado
Indian Stance Healing

FUFT.d+3+4

fs1~
r30 IND
Kaishaku

OTG.u+1

M
24
-13~-11
-8c~-6c
i27~29
js8~23 fs24~26
t70 r41
Spike
Weapon
  • 16 damage -16a against airborne opponent
  • 19 damage -13a (-23a) against a grounded opponent
  • Unavailable in NSS

Throws

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Oni Killer

1+3

t
35
-3
+1d
i12~14
t39 r25
Homing
  • Throw break 1 or 2
Sword Face Smash

2+4

t
35
+0
+1
i12~14
t39 r25
Homing
Floor Break
  • Throw break 1 or 2
  • Side switch on hit
Wheels of Hell

Left Throw

t
45
-3
+0d
  • Throw break 1
  • Side switch on hit
Neck Breaker

Right Throw

t
40
-3
-3d
Throw break 2
Tornado Drop

Back Throw

t
50
+1d
BT
Floor Break
  • Unbreakable
Rainbow Drop

uf+1+2

t
45
+0
+1
i11
t39 r28
Floor Break
  • Throw break 1+2
  • Side switch on break
Soul Siphon

qcf+2

t
22
+0
+0
i15~16
t39 r23
  • Throw break 1+2
  • 35 damage as a backthrow
  • Yoshimitsu recovers 16 health
  • On break:
    • -Opponent recovers 22 health (35 on backthrow)
    • -Yoshimitsu loses 16 health
Soul Possession

qcb,f+2

t
0
+0
i15~16
t39 r23
  • Unbreakable
  • Opponent recovers 26 health
  • Yoshimitsu loses 35 health

10 Strings

1SS 10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
1 h 7 i10 +1 +8
2 m 12 i17 -9 -3 Hit
1 h 15 i28 -6[1] +7[1]
4 h 9 i29 -25 -14 Hit
4 h 9 i33 -25 -14
4 l[2] 5 i33 -25 -14
1 m 5 i30~31 -12 -1 Hit
1 m![3] 8 i23~24 - -4 Hit
1 m![3] 8 i15~16 - +27a Hit
1 m![3] 25 i14~15 - +6a Hit
1SS 10 Hit Combo 2
Input Hit level Damage Startup Block Hit Combo
1 h 7 i10 +1 +8
2 m 12 i17 -9 -3 Hit
1 h 15 i28 -6[1] +7[1]
4 h 9 i29 -25 -14 Hit
2 m 3 i23~26 -6 +5 CH
2 m 3 i10~12 -8 +2 Hit
2 m 3 i12 +4 -7 Hit
4[4] m 7 i28~30 -18 -7 CH
1 m![3] 8 i35~36 - -15
1 l![3] 20 i32~33 - +36a (+20)
NSS 10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
1 h 7 i10 +1 +8
2 m 12 i15~16 -13 -2 Hit
1 h 15 i23~24 -12 -1 Hit
4 h 9 i29 -25 -14 Hit
4 h 9 i33 -25 -14
4 l[2] 5 i33 -25 -14
1 m 5 i30~31 -12 -1 Hit
1 m 8 i23~24 -15 -4 Hit
1 m 8 i15~16 -34 -23 Hit
1 m 25 i14~15 -32 +5a Hit
NSS 10 Hit Combo 2
Input Hit level Damage Startup Block Hit Combo
1 h 7 i10 +1 +8
2 m 12 i15~16 -13 -2 Hit
1 h 15 i23~24 -12 -1 Hit
4 h 9 i29 -25 -14 Hit
2 m 3 i23~26 -6 +5 CH
2 m 3 i10~12 -8 +2 Hit
2 m 3 i12 +4 -7 Hit
4[4] m 7 i28~30 -18 -7 CH
1 m 8 i35~36 -26 -15
1 l 20 i32~33 -52 +36a (+20)
  1. ↑ 1.0 1.1 1.2 1.3 Frame data becomes -16 on block and -3 on hit if you mash 1.
  2. ↑ 2.0 2.1 cs20~33
  3. ↑ 3.0 3.1 3.2 3.3 3.4
    Weapon
  4. ↑ 4.0 4.1 js23~41 fs42~44

External Links